Die-rolling device and game

ABSTRACT

A method of playing a game. A face of a die may be selected, and a marker may be moved to a position on a game board according to the face selected. A request for a player response may be selected from a set of text-based requests, and an interval associated with the player response may be timed.

CROSS-REFERENCES TO PRIORITY APPLICATIONS

This application is a continuation of U.S. patent application Ser. No.10/877,430 filed on Jun. 25, 2004.

U.S. patent application Ser. No. 10/877,430, in turn, is a continuationof U.S. patent application Ser. No. 10/139,148 filed on May 2, 2002, andissued as U.S. Pat. No. 6,755,416 on Jun. 29, 2004, which claims thebenefit under 35 U.S.C. § 119(e) of U.S. Provisional Patent ApplicationSer. No. 60/288,625 filed on May 3, 2001.

Each of the above-identified patent applications and the issued patentis incorporated herein by reference in its entirety for all purposes.

FIELD OF THE INVENTION

The invention relates to games for amusement.

BACKGROUND

Many board games rely on random selection of outputs to direct aplayer's actions. For example, movement of a player's marker on a gameboard may be dictated by a card drawn from a stack of cards, an outputselected by spinning a needle or a wheel, or an output obtained byrolling a die or dice, among others. Of the many possible methods forselecting a random output, rolling a die or dice may be most widely usedfor game. play because this method offers advantages over other methods.Specifically, die rolling requires no previous preparation, unlike astack of cards that is shuffled, is mechanically simple, and provides aseries of random outputs that are independent of each other.

Die rolling may suffer from some disadvantages. Typically, one or moredies are thrown or dropped from a player's hand or a container in agenerally uncontrolled fashion. As a result, an errant die may collidewith, and disrupt, features of a game, such as the position of playermarkers. Alternatively, or in addition, the errant die may travel awayfrom the game site, requiring retrieval.

Some of the disadvantages of die rolling have been overcome byconstraining die movement within an enclosure, to produce a die-rollingdevice. Examples of such devices are found in U.S. Pat. Nos. 3,119,621;3,168,315; 4,049,277; 4,148,488; 4,632,397; 4,643,693; 5,022,654; and5,445,375, the disclosures of which are incorporated herein byreference.

A commercial embodiment of U.S. Pat. No. 3,168,315 is Mattel's MAGIC8-BALL® toy in which rolling a die selects an output from a set ofopposite responses. The original MAGIC 8 BALL® toy is a flat-bottomed,plastic replica of a pool or billiard “8-ball” that includes a viewingwindow to an interior, dye-filled fluid chamber. Within the chamber is afloating polyhedron with a distinct response on each triangular face ofthe polyhedron. The selected face of the die represents responses thatare generally affirmative, negative, or ambiguous, with the suggestionto ask the MAGIC 8 BALL® toy again. Inverting the toy to allow theviewing window to face upward causes one of the faces of the floatingpolyhedron to contact the window and become visible, thus selecting theassociated response on that side for viewing and reading.

In addition to die rolling, games may employ a time interval to limit orregulate a player's action. Thus, games may include a timer to measurethe time interval. Disclosures of various timers used in games are foundin U.S. Pat. Nos. 3,304,650; 3,724,847; 4,890,838; and 5,607,160, thedisclosures of which are incorporated herein by reference.

The advantages of the present invention will be understood more readilyafter a consideration of the drawings and the Detailed Description.

SUMMARY

The present teachings provide a method of playing a game. A face of adie may be selected, and a marker may be moved to a position on a gameboard according to the face selected. A request for a player responsemay be selected from a set of text-based requests, and an intervalassociated with the player response may be timed.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a perspective environmental view of an embodiment of a gamethat includes a die-rolling device.

FIG. 2 is a perspective view of the die-rolling device of FIG. 1.

FIG. 3 is a bottom plan view of the die-rolling device of FIG. 1.

FIG. 4 is an exploded perspective view of the die-rolling device of FIG.1.

FIG. 5 is an exploded perspective view of an embodiment of a die-rollingmechanism housed in the die-rolling device of FIG. 1.

FIG. 6 is a combined view of three different faces of a die used in thedie-rolling mechanism of FIG. 5.

FIG. 7 is a top plan view of selected portions of a timing mechanismused in the die-rolling device of FIG. 1, viewed generally along line7-7 of FIG. 4, during activation of the timing mechanism.

FIG. 8 is a top plan view of the timing mechanism of FIG. 7 duringtiming of a time interval.

FIG. 9 is a top plan view of the timing mechanism of FIG. 7, signalingthe end of a time interval.

FIG. 10 is a top plan view of a game board used in the game of FIG. 1.

FIG. 11 is a bottom plan view of an activity card used in the game ofFIG. 1.

DETAILED DESCRIPTION

Referring to FIG. 1, a game 10 is shown to include a game board 12,player markers 14, tokens 16, and activity cards 18 selected from one ofplural card stacks 20. A die-rolling device 30 selects random outputs,as described below, with the outputs directing movement of playermarkers 14 around game board 12, transactions with tokens 16, and/orother decision points during game play. Die-rolling device 30 also maymeasure time intervals during game play.

FIG. 2 shows an enlarged view of die-rolling device 30. Die-rollingdevice 30 may be generally spherical in shape. In particularembodiments, the die-rolling device may be a replica of a billiard ball,such as an eight-ball. However, in other embodiments device 30 mayassume any suitable shape, such as polyhedral, cubical, cylindrical,hemispherical, an animal, a character (for example, a fictitiouscharacter, a famous person, etc.), or a recognizable structure or device(such as a building, a plant, a chair, a computer, a telephone, and soon), among others.

Die-rolling device 30 may have upper and lower portions 32, 34. Lowerportion 34 may have a flattened region 36 defining a bottom aspect, toabut a flat surface, thus supporting device 30 in an upright, stationaryposition on a horizontal surface. In device 30, hemispherical upperportion 32 may be rotated relative to lower portion 34, as indicated byarrow 38. This rotation may be used to activate a timing mechanism, asdescribed further below.

FIG. 3 shows a porthole 40 that may be included in flattened region 36.Porthole 40 may define a viewing window 41. The viewing window may beformed of a generally transparent material, such as plastic or glass,and may provide visual access to a die 42 (or dice) carried bydie-rolling device 30. In other embodiments, die 42 (or dice) may beviewed from above and/or from the side through a correspondinglydisposed viewing window.

FIG. 4 shows an exploded view of die-rolling device 30. Device 30 mayinclude an external housing 44, an internal frame 46, a timing mechanism48, and a die-rolling mechanism 50. Timing mechanism 48 and die-rollingmechanism 50 may be integral to device 30, that is, physically coupledto each other within device 30. Furthermore, the timing mechanism may besubstantially or completely hidden inside device 30 during normaloperation of the device by a person. For example, housing 44 may beopaque to hide the timing mechanism.

External housing 44 may include upper and lower shells 52, 54,respectively, which generally enclose frame 46 and mechanisms 48, 50.Upper shell 52 may include apertures 56 to receive fasteners 58 throughan upper flattened region 60. Fasteners 58 may be configured to mountupper shell 52 on disc member 61 of timing mechanism 48. The heads offasteners 58 may be hidden by a cap 62, providing a contoured surfacethat smoothly transitions to the exterior surface of upper shell 52. Cap62 may be attached to upper shell 52 by an adhesive or fasteners, may bepressure-mounted with prongs that snap into recesses or apertures formedin the upper shell, and/or the like. By contrast, lower shell 54 mayinclude a single large aperture that defines an inner perimeter offlattened region 36 and forms porthole 40. The aperture may receive abottom end region 66 of die-rolling mechanism 50, so that end region 66is positioned to occupy porthole 40 and to provide viewing window 41. Agasket or washer (not shown) may be interposed between the perimeter ofporthole 40 and the circumference of end region 66 to restrict lateralmovement of die-rolling mechanism 50.

Frame 46 may guide and facilitate attachment of timing and die-rollingmechanisms 48, 50 to lower shell 54. Frame 46 may include pluraldownwardly depending legs 68 that may be fastened to upwardly dependingprojections 70, formed integrally in lower shell 54, using fasteners 72.Supports 74 of timing mechanism 48 may extend through apertures (notshown) formed in frame 46 to meet a second set of integrally formedprojections 76 of lower shell 54. Fasteners 78 may be introduced intoorifices 80 of supports 74 to mount timing mechanism 48 on lower shell54. Mounted timing mechanism 48 may hold die-rolling mechanism 50 inposition relative to porthole 40. through contact between a bottomsurface 82 of the timing mechanism and a top surface 84 of thedie-rolling mechanism. In this position, bottom end region 66 occupiesporthole 40, forms viewing window 41, and is generally parallel toflattened region 36 of lower shell 54.

FIG. 5 shows die-rolling mechanism 50 in a partially exploded view. Dierolling mechanism 50 may carry die 42, or two or more dice, in anenclosure 102. Enclosure 102 may include a vessel portion 104 and a capportion 106 to form a generally liquid-tight, closed chamber 108occupied by die 42. In other embodiments, the enclosure may be onlypartially closed, for example, a cage that retains die 42. Whatever thenature of enclosure 102, die 42 generally is not released from thecontainer during operation of die-rolling mechanism 50. Thus, die 42remains associated with the die-rolling mechanism.

Enclosure 102 and chamber 108 may contain or include a suitable fluid110. Suitable fluids may include water or any other nontoxic liquids,and may have a density less than the overall average density of die 42,so that die 42 floats. Fluid 110 may be transparent, and colorless orcolored. Fluid 110 may be colored, for example, by addition of a dye.Alternatively, the fluid may be generally opaque or at least appearopaque when viewed from a position external to device 30. In this case,only a portion of die 42 disposed adjacent porthole 40, generally aregion of the die abutting viewing window 41, may be easily visible.

The die-rolling mechanism is operated by movement. Movement may includeshaking, rotating, inverting, and/or so on. In the depicted embodiment,die-rolling mechanism 50 is operated by inverting device 30 to randomlyselect one of the faces of die 42.

Die 42 may be generally structured as a polyhedron, with plural sides orfaces 112. In the depicted embodiment, die 42 is an icosahedron, withtwenty faces. However any desired polyhedron may be used. For example,.die 42 be a tetrahedron with four faces, a cube or rhombohedron with sixfaces, an octahedron with eight faces, a decahedron with ten faces, adodecahedron with twelve faces, and/or so on. The overall density of die42 may be less than the density of fluid 110 carried in chamber 108.Accordingly, die 42 may have a hollow core and be. filled with gas,fluid 110 or a distinct liquid, or die 42 may have a solid core and beformed of a lower density material, such as a plastic. Alternatively,die 42 may be configured to sink or rest on the bottom of chamber 108.In this case, die 42 may be denser that the fluid in chamber 108, orchamber 108 may include no liquid and instead may be filled with a gasor gas mixture, or formed as a vacuum chamber. Further aspects offorming a die rolling mechanism, including aspects of the die, porthole,chamber, and fluid are included in U.S. Pat. Nos. 3,119,621; 3,168,315;and No. 4,049,277. The disclosures of these patents are incorporatedherein by reference.

Each die may bear and present one, two, or more sets of visualindicators or outputs on faces 112. A visual indicator or outputgenerally includes any discrete response conveyed to a player by visualinspection of a die face, generally selected from one of plural relatedresponses (a set of related outputs) carried on different faces of thedie. For example, a visual indicator may be selected by a die face fromone of two, three, four, or more members of a first set. The first setmay correspond to numbers or integers (either numerical symbols and/orcountable members, such as dots), colors, shapes (such as circles,triangles, squares, ovals, etc.), objects (such as images of animals,plants, people, buildings, cartoon characters, weapons, etc.), symbolsor groups of symbols (such as letters, words, phrases, etc.), and/or thelike, presented by the faces of the die. In some embodiments, a visualindicator may correspond to a set of opposites or opposite pairs, and,optionally, additional indefinite responses (such as “roll again,” “tryagain,” or no response). Exemplary opposites may include yes/no,black/white, up/down, in/out, left/right, and so on, and may includedistinct variations thereof, with substantially similar meaning, ondistinct die faces. For example, affirmative answers corresponding to“yes” may be signified on distinct faces of a die by “very likely,”“affirmative,” “it is certain,” “signs point to yes,” “si,” “positive,”“outlook good,” “without a doubt,” etc. Similarly, negative answerscorresponding to “no” may be signified by “not likely,” “don't count onit,” “nein,” “absolutely not,” “don't bank on it,” “negative,” etc. Insome embodiments, the faces of the die may bear and present two or moredistinct sets of outputs (visual indicators). For example, one, two ormore faces of the die each may bear both a member of a first set,corresponding to a set of numbers, colors, shapes, letters, objects,words, or symbols, and a member of a second set corresponding to a setof opposites.

FIG. 6 shows representative visual indicators that die 42 may bear onfaces 112. Visual indicators may be formed on die faces by any suitablemechanism, including printing, molding, embossing, stamping,lithography, and/or so on. Faces 112 on die 42 may bear a visualindicator 114 corresponding to a member of a set of opposites (in thiscase, yes/no responses), and a numerical output 116. Visual indicator114 may correspond to either an affirmative response (such as, “AS I SEEIT YES”) or a negative response (such as, “OUTLOOK NOT SO GOOD”).Numerical output 116 may be a visual indicator that corresponds to anumber, typically an integer, for example, an integer selected from theinteger set 1 to 6, 1 to 8, 0 to 5, etc.

Other faces of die 42 may bear a visual indicator corresponding to anindefinite output or response 118 (for example, “ASK AGAIN LATER,” “TRYAGAIN,” “ROLL AGAIN,” or a blank or nonsensical die face) and/or asymbol indicating that a player should roll again, in this case arrowpair 120. The indefinite output may relate to one or both of thedefinite outputs requested by a player. In this case, neither requestedoutput is presented, so the player is directed to select another dieface by rolling the die again.

Die-rolling device 30 is shown to have a mechanical timing mechanism 48.However, it should be understood that timing mechanisms generallyinclude any mechanism that measures a user-specified, factory preset,and/or random time interval, and distinctly signals the end of the timeinterval. Such timing mechanisms may be mechanical or electrical.Mechanical timing mechanisms generally measure the release of storedmechanical energy, for example, a wound spring, through defined movementof mechanism components, for example, regulated rotation of pluralmeshed gears. Electrical timing mechanisms include any electricallypowered timer, such as a battery- or AC-powered mechanical timer, atimer that measures crystal vibrations (such as a quartz timer), digitaltimers, and/or so on. In each case, the timing mechanism produces adistinct endpoint signal that is detected readily without vigilantvisual scrutiny. The endpoint signal may be audible, such as a beep, abuzz, a pop, a chime, a clang, a spoken word or words, musical notes, asong, a bang, and so on. Alternatively, or in addition, the endpointsignal may be visible, such as a flashing light, a continuous lightsignal, a change in light color, and so on. In some embodiments, theendpoint signal may be an odor, such as a burst of a distinctive smell,or may be detected by tactile senses, such as a burst of hot or coldair.

FIGS. 4 and 7-9 show mechanical timing mechanism 48 of die-rollingdevice 30. Mechanism 48 includes an axially disposed spring 132 thatstores energy when a player sets/winds the timing mechanism, andreleases the energy through rotation of intermeshed gear train 134 (seeFIG. 7). Spring 132 has a fixed end portion 136 and a movable endportion 138. Fixed end portion 136 is rotationally coupled to lowershell 54 by attachment to plate 140, which is mounted on base 142 (seeFIG. 4). Base 142 is mounted on lower shell 54 through supports 74 (seeabove). By contrast, movable end portion 138 of spring 132 is coupled tomain gear 144 of gear train 134. (Main gear 144 is shown in phantomoutline because the gear is disposed directly above the views of FIGS.7-9.) Main gear 144, disc member 61, and upper shell 52 are fixedlycoupled to each other and may rotate together about a common axis 145,around which spring 132 is centered. Accordingly, rotation of upperportion 32, which acts as a handle member, relative to lower portion 34,shown at arrow 146, activates or sets timing mechanism 48 by coilingspring 132 more tightly.

Gear train 134 may be structured as follows. Rotation of main gear 144drives rotation of auxiliary gears 148 of gear train 134. Main gear 144may include teeth 149 distributed over a portion of its circumference toprovide a reproducible extent of effective rotation (winding angle) forthe main gear. Alternatively, or in addition, a rotation stop mayprevent overwinding and provide a standard angle or rotation of maingear 144 for activation of the timing mechanism. Auxiliary gears 148 maybe rotationally mounted on either plate 140 and/or base 142 of timingmechanism 48. First, second, third, and fourth auxiliary gears 150, 152,154, 156, respectively, may be rotationally coupled to each other and tomain gear 144 by a larger cogwheel 158 and a pinion 160 included on eachof the auxiliary gears. The gear ratio (cogwheel tooth number to piniontooth number) on one of the auxiliary gears 148 may be about 2:1 toabout 30:1, so that a single rotation of first gear 150 results in about10-1000 revolutions of fourth auxiliary gear 156. In other embodiments,the timing mechanism may include any suitable number of auxiliary gearsand any appropriate gear ratios to measure a desired time interval.

FIG. 7 shows how gear train 134 moves during activation of timingmechanism 48. Rotation of the handle member or upper portion 32 (seeFIG. 2), clockwise in this embodiment and view, rotates main gear 144clockwise, as shown at 146. First gear 150 is rotated counterclockwiseby this winding movement, as shown at 162, but the remainder ofauxiliary gears 148 remain stationary, due to a sliding action of firstgear 150, shown at 164. An axial portion of first gear 150 occupies aslot rather than a fixed position. Accordingly, clockwise rotation ofmain gear 144 causes first gear 150 to slide radially, away from, andout of engagement with, pinion 160 of second gear 152.

FIG. 8 illustrates how the gears of gear train 134 rotate afteractivation of timing mechanism 48. Main gear 144 rotatescounterclockwise, shown at 166, to release torsional energy from spring132. This rotational movement of main gear 144 rotates first gear 150clockwise, as shown at 167, pushing the first gear back into engagementwith pinion 160 of second gear 152, as shown at 168, rotating secondgear 152 counterclockwise, as shown at 170. In turn, cogwheel 158 ofsecond gear 152 contacts and rotates the pinion of third gear 154 in aclockwise direction, as shown at 172. In turn, the cogwheel of thirdgear 154 contacts the pinion of fourth gear 156, rotating the fourthgear counterclockwise, as shown at 174. Finally, rotation of fourth gear156 is governed by pallet 176, which allows rotation of fourth gear 156,in a tooth-by-tooth fashion, with each oscillation of the pallet, shownat 178.

FIGS. 8 and 9 show how the endpoint (end) of a time interval may besignaled by a signaling mechanism of timing mechanism 48. In thedepicted embodiment, signaling mechanism 180 provides an audible signal,in the form of a bell tone. Signaling mechanism 180 includes a striker182 flexibly coupled to main gear 144 through a resilient coupler 184,such as a spring. Mechanism 180 also includes a post 186 and a bell 188,each mounted on base 142, in the rotational path of striker 182. As maingear 144 returns to near its original position, striker 182 contactspost 186 and retains striker 182 in contact with the post. Main gear 144continues its rotation and coupler 184 stretches to hold the strikeragainst the post, shown at 190. However, with sufficient rotation,striker 182 slips past post 186, and coupler 184 returns to its originalresting position, shown at 192, snapping striker 182 against bell 188 tosound the bell. Although the audible signal is produced by a bell and astriker, any other suitable mechanical or electrical signaling mechanismmay be used.

Timing mechanism 48 may measure any desired time interval. The intervalmay be a standard, fixed interval of a duration determined duringfabrication of the mechanism. For example, the time interval may beabout five second to ten minutes, about ten seconds to three minutes,about twenty seconds to one minute, or about thirty seconds.Alternatively, the interval may be a variable interval. The variableinterval may be defined by a player, for example, by positioning thehandle member of the timing mechanism to one of plural distinctsettings. Alternatively, the variable time interval may be randomlyselected, for example by electronic circuitry.

Timing mechanism 48 may be activated or set by any suitable action.Alternatively, or in addition to rotation used by timing mechanism 48,the timing mechanism may be set by depressing and/or holding down abutton(s), by flipping a switch(es), pulling a lever, and/or the like.

FIG. 10 shows game board 12 in greater detail. Game board 12 may have astar-shaped structure, for example, with four points 202 that arerounded, pointed, multi-sided, etc. To facilitate folding and storinggame board 12, the board may include folding structure 204, for example,slit 206, extending from an inner corner 208 to a central position, andfold lines 210. Accordingly, board 12 may be converted from an unfoldedto a one-quarter sized, folded configuration by folding along foldingstructure 204.

Game board 12 includes a path 212 along which player markers 14 may bemoved around the board's perimeter. In the depicted embodiment, path 212extends between and includes each of four corner positions 214,including a “START” position, shown at 216. Between each adjacent pairof corner positions 214, path 212 travels through seven definedpositions: six colored spaces 218, and an inside corner position 220 or“ROLL AGAIN” space. Colored spaces 218 may have a plurality of distinctcolors (or patterns or symbols), which correspond to the colors (orpatterns or symbols) on one of a plurality of different groups ofactivity cards 18 (see FIG. 1).

FIG. 11 shows an example of an activity card 18. Activity cards 18 maybe selected from card stacks 20 in response to a player's marker 14landing on one of colored spaces 218. When activity card 18 is selectedfrom a pile and inverted, card 18 may include text that directs twodistinct activities, a “Fate” activity 222, and a “Fortune” activity224. For example, the card of FIG. 11 directs the following Fateactivity: “Tell ______ (select two or three people in the room) what youreally think of them.” Thus, player inputs may help define the nature orspecific aspects of a Fate or Fortune activity. The exemplary Fortuneactivity of FIG. 11 is as follows: “BONE UP —Point to and name one bonein the body. No repeats.” As shown by these examples, Fate and Fortuneactivities may be carried out by a single player, or plural players,either serially or in parallel. Fortune and Fate activities request aresponse from a player(s), for example, an audible response, such asspeech, singing, whistling, humming, grunting, drumming, tapping, and soon. Spoken answers may be in response to a specific question and may beone of many possible answers, such as in the Fortune activity of FIG.11. Alternatively, or in addition, Fortune or Fate activities mayinclude a non-audible response, such as body movements, including handmotions, dancing, pantomiming, and so on.

EXAMPLE Rules for Game Play

The following example describes additional aspects of game 10, includingrules for game play using die-rolling device 30, game board 12, playermarkers 14, tokens 16, and activity cards 18. This example is includedfor illustration and is not intended to limit or define the entire scopeof the invention.

A. Set Up

Each player selects a player marker 14 and eight matching tokens 16. Forshorter games, fewer tokens may be used. Activity cards 18 are dividedaccording to color and thus separated into four piles 20. The piles areplaced face down beside the four inner corners 208 of board 12.Die-rolling device 30 is placed in the middle of board 12. All playermarkers 14 are placed on START position 216.

B. Fortune Round

Play begins with the Fortune round. The object of the Fortune round isfor each player to keep as many of his/her tokens 16 as possible.

To determine who plays first, each players says “MAGIC 8 BALL®, will Igo first?” and turns over die-rolling device 30 to select a die face112. Each player notes visual indicator 114 (yes/no answer) and thenumerical output 116 provided by die-rolling device 30. The player thatselects the highest numerical output goes first. Any ties are broken byconsulting die-rolling device 30. (NOTE: if at any time during the game,a player gets an ambiguous answer (an indefinite response 118), such as“Ask Again,” the player inverts die-rolling device 30 again to select adie face 112 and its associated outputs.

On each player's turn, the player consults die-rolling device 30 todetermine the number of spaces to be moved. Spaces correspond todiscrete positions along path 212 (corner positions 214, colored spaces218, and inside corner positions 220). A die face 112 is selected byinverting die-rolling device 30, and the presented numerical output 116directs a corresponding clockwise movement along path 212 by theplayer's marker 14. If the player's marker 14 lands on a colored space218, the player draws an activity card 18 from pile 20 that matches thecolor of the colored space. The Fortune activity 224 of card 18 is thenread out loud. (NOTE: Fortune activities are always group play. Eachplayer participates when die-rolling device 30 is passed to him or her.)As soon as the Fortune activity is read, timing mechanism 48 ofdie-rolling device 30 is activated by rotating upper portion 32 and theFortune activity starts. Fortune activities begin with the player whodrew activity card 18. This first player completes the activity and thenpasses die-rolling device 30 to the next player. Each player completesthe activity in turn. This activity session ends once the endpoint issignaled by signaling mechanism 180, a player cannot think of an answer,repeats an answer, answers incorrectly, or performs the activityincorrectly. The player who fails to complete the activity forfeits atoken 16. All forfeited tokens are placed in the center of board 12.Play continues clockwise to other players.

In the Fortune round of play, landing on a corner position 214 of board12 gives a player immunity to forfeiting tokens 16 for as long as theplayer remains on the corner position. However, the player participatesin any Fortune activity while on the corner position, but is not indanger of losing a token.

In the Fortune round of play, if a player (with more than one tokenremaining) cannot perform/complete an activity, the player may play“double or nothing” by asking die-rolling device 30 if the player shouldforfeit the token. If die-rolling device 30 provides a negativeresponse, the player may keep the endangered token. However, ifdie-rolling device 30 provides an affirmative response, the playershould forfeit two tokens.

Each stack of cards 18 may include one or more special cards (“Magic8-Ball Cards”) that lack Fortune/Fate activities. If a first playerselects one of these special cards, the first player may keep thespecial card for later play. When the first player cannot successfullycomplete a Fortune activity, the first player may play the special cardagainst any other second player, forcing the second player to forfeit atoken in place of the first player. However, this second player may alsohave a special card, and also may choose to play the special cardagainst any other player, forcing that other player to forfeit a tokeninstead, and so on. However, each player that wishes to force anotherplayer to forfeit a token in his/her place should play his/her specialcard before another player draws a card from card stack 20. In addition,no more than one special card may be played against a given player inone turn. Rather than play a special card during the Fortune round aplayer may save it for play during the Fate round (see below).

The Fortune round ends when any player travels around board 12 alongpath 212 and returns to, or passes, START position 216. Each player thencounts his or her remaining tokens 16. The player with the mostremaining tokens wins the Fortune round and becomes the first “Great 8Potentate.” If two players tie with the most remaining tokens 16, bothuse die-rolling device 30 to select a numerical output 116. The playerwith the highest selected number becomes the Great 8 Potentate.

C. Fate Round

The object of the Fate round is to be the first player to win back allof his or her forfeited tokens 16. During the Fate round the player whois the current Great 8 Potentate is the master and keeper of die-rollingdevice 30.

Each player returns to START position 216. In the same order of play asused in the Fortune round, but skipping the current Great 8 Potentate,players use die-rolling device 30 to select a numerical output 116, andmove a corresponding number of spaces along path 212.

In the Fate round, the Great 8 Potentate draws activity cards 18 foreach of the other players, when dictated by the position of marker 14,and reads the Fate activity 222 of the card out loud. The Great 8Potentate fills in any blanks, generally with silly or funnysuggestions. The player for whom the Great 8 Potentate reads the Fatechallenge should do exactly what the Great 8 Potentate suggests in orderto win back a token 16, or a player may pass. If the player elects notto complete the Fate activity, the Great 8 Potentate may win back one ofhis or her own tokens 16 by completing the Fate activity. The Great 8Potentate should complete the Fate activity to the satisfaction of allthe other players to win back a token 16. Fate activities are individualplay. Only the player whose turn it is to win back a token (or the Great8 Potentate) is allowed to complete the activity.

If a player lands on one of corner positions 214, by exact count, theplayer automatically becomes the new Great 8 Potentate. The player takesdie-rolling device 30 from the former Great 8 Potentate and switches thepositions of markers 14 belonging to the former and new Great 8Potentates.

If a player lands on an inside corner position 220, by exact count,during the Fate round of play, the player chooses one of the followingtwo questions to ask die-rolling device 30:

-   -   1. May I win back a token?    -   2. Am I the next Great 8 Potentate?        The visual indicator 114 (yes/no response) selected by        die-rolling device 30 answers the question asked.

In the Fate round of play, when the Great 8 Potentate draws a specialcard instead of a Fortune/Fate activity card 18, the player for whom thecard was drawn may play the special card in one of two ways. First, theplayer may avoid his or her Fate activity and redeem a token for free.Second, the player may ask die-rolling device 30: “am I the next Great 8Potentate?” A positive response unseats the Great 8 Potentate. Thissecond option also is available to a player that has saved a specialcard from the Fortune round. In this case, the player may play thespecial card before the Great 8 Potentate draws a card for the player.

The winner of the game is the player that first wins back all of his orher tokens 16.

Although the invention has been disclosed in its preferred forms, thespecific embodiments thereof as disclosed and illustrated herein are notto be considered in a limiting sense, because numerous variations arepossible. The subject matter of the invention includes all novel andnon-obvious combinations and subcombinations of the various elements,features, functions, and/or properties disclosed herein. No singlefeature, function, element or property of the disclosed embodiments isessential. The following claims define certain combinations andsubcombinations of features, functions, elements, and/or properties thatare regarded as novel and nonobvious. Other combinations andsubcombinations may be claimed through amendment of the present claimsor presentation of new claims in this or a related application. Suchclaims, whether they are broader, narrower, equal, or different in scopeto any earlier claims, also are regarded as included within the subjectmatter of the invention.

1. A method of playing a game, comprising: selecting a face of a die;moving a marker to a position on a game board according to the faceselected; selecting a request for a player response from a set oftext-based requests; and timing an interval associated with the playerresponse.
 2. The method of claim 1, wherein the step of selecting a faceselects a number.
 3. The method of claim 2, wherein the step ofselecting a face also selects at least one word corresponding to “yes”or “no.”
 4. The method of claim 1, wherein the game board defines a pathwith a plurality of positions for placement of the marker, and whereinthe step of selecting a request is performed if the marker stops on anyone of a predefined subset of the positions as a result of the step ofmoving.
 5. The method of claim 1, wherein the step of selecting arequest includes a step of selecting a card from a set of cards.
 6. Themethod of claim 1, further comprising a step of providing an audibleresponse according to the request.
 7. The method of claim 6, wherein thestep of providing includes a step of speaking.
 8. The method of claim 1,wherein the step of selecting a request includes a step of selecting anincomplete request that includes a blank, further comprising a step offorming a complete request by suggesting a term for the blank.
 9. Themethod of claim 1, further comprising a step of dancing, pantomiming,and/or pointing according to the request.
 10. The method of claim 1,further comprising a step of responding to the request by a plurality ofplayers in sequence, wherein the step of timing determines when the stepof responding should end.
 11. A method of playing a game, comprising:selecting a face of a die; moving a marker along a path on a game boardaccording to the face selected; selecting a card including a set oftext-based requests for a player response from a set of cards withdifferent requests; performing the response; and timing an intervalassociated with performing with the response.
 12. The method of claim11, wherein the step of selecting a face includes a step of selectingboth a number and at least one word corresponding to “yes” or “no” froma face of the die.
 13. The method of claim 11, wherein the step ofselecting a face includes a step of inverting an enclosure in which thedie is disposed.
 14. The method of claim 11, wherein the step ofselecting a card is performed only if the step of moving ends with themarker disposed on one of a predefined subset of positions along thepath.
 15. The method of claim 11, wherein the step of performing theresponse includes a step of responding orally.
 16. The method of claim11, wherein the step of selecting a card includes a step of selecting acard with an incomplete request that includes a blank, furthercomprising a step of completing the incomplete request by suggesting aterm for the blank.
 17. The method of claim 11, wherein the step oftiming an interval includes a step of setting a mechanical timer and astep of ending the step of performing when the mechanical timer producesa distinct audible signal.
 18. A method of playing a game, comprising:moving a marker along a path on a game board; selecting a card if themarker stops on one of a predefined subset of positions along the path,the card including a text-based request for an oral response and beingincluded in a set of cards with requests for different oral responses;timing an interval; and providing the oral response only until theinterval ends.
 19. The method of claim 18, wherein the step of providingis performed by a first player and then initiated in sequence by one ormore additional players if the first player performs the step ofproviding successfully before the interval ends.
 20. The method of claim18, wherein the step of selecting a card includes a step of selecting acard with an incomplete request that includes a blank, furthercomprising a step of completing the incomplete request by suggesting aterm for the blank before the step of providing begins.